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Everything posted by Stardusk78
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Thank you for the positive and helpful feedback. I am currently working on Abydon and will do all the other gods. They will be at least as cool if not cooler than the other gods. Very glad you enjoy the mod and if you can leave an endorsement on the Nexus, would be appreciated. Inbetween my modding and testing doing a ranged (Spearcaster) single class Skaen priest run, works very well and I cannot wait to use Incarnate because it is actually a good spell now.
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I would respectively disagree about the Hammer. The idea behind it is judgement but yeah it could go either way. Assuming I get around to making a Priest of Abydon we will see. I'm not complaining, I think it's a great spell and I get the hammer = gavel = judge symbolism. One things I've been thinking about - and really this is powergaming talking -- is that Rymrgand priest is kind of getting the short end of the stick in a Tactician build or Thaumaturge build, because you're locked into Frost spells and acid/decay spells, most of which (if not all) are also available to Wiz ...and yet Wiz gets greater variety. And at the same time, Rymrgand priest is locked out of some of the things that make Priest most fun, like the 2 higher level nukes (Pillar of Holy Fire and Storm of HF). Basically I'm better off making a Woedica/BloodMage which gets all the good priest spells (plus nice PL bonus) and can supplement the frost and decay suff from the Wiz side as needed (Ninagauth's Teachings + some other grimoires). With this in mind, maybe rethink the penalities for Rymrgrand (e.g., don't lock out the Punishment/Fire spells) or give some other bonuses that counter giving up the flexibility on spells. For example, some class bonus like the Death Godlike "Pallid Fate" (+3PL when near death) and/or the Human "Fighting Spirit" (+15% damage, +7% accuracy when Blooded or worse) - which thematically would fit with "being closer to the White Void" when dying. Or move up some of the higher-level Rymrgand spells by 1 level so you can at least access the cool stuff (symbols etc.) sooner, which also makes sense. Just something to think about. The way it stands, I'll probably do Woedica/Bloodmage for my next playthru-testing. OK I made some changes to Rymrgand along the lines you suggested. Go to the mod page and check them out.
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I would respectively disagree about the Hammer. The idea behind it is judgement but yeah it could go either way. Assuming I get around to making a Priest of Abydon we will see. I'm not complaining, I think it's a great spell and I get the hammer = gavel = judge symbolism. One things I've been thinking about - and really this is powergaming talking -- is that Rymrgand priest is kind of getting the short end of the stick in a Tactician build or Thaumaturge build, because you're locked into Frost spells and acid/decay spells, most of which (if not all) are also available to Wiz ...and yet Wiz gets greater variety. And at the same time, Rymrgand priest is locked out of some of the things that make Priest most fun, like the 2 higher level nukes (Pillar of Holy Fire and Storm of HF). Basically I'm better off making a Woedica/BloodMage which gets all the good priest spells (plus nice PL bonus) and can supplement the frost and decay suff from the Wiz side as needed (Ninagauth's Teachings + some other grimoires). With this in mind, maybe rethink the penalities for Rymrgrand (e.g., don't lock out the Punishment/Fire spells) or give some other bonuses that counter giving up the flexibility on spells. For example, some class bonus like the Death Godlike "Pallid Fate" (+3PL when near death) and/or the Human "Fighting Spirit" (+15% damage, +7% accuracy when Blooded or worse) - which thematically would fit with "being closer to the White Void" when dying. Or move up some of the higher-level Rymrgand spells by 1 level so you can at least access the cool stuff (symbols etc.) sooner, which also makes sense. Just something to think about. The way it stands, I'll probably do Woedica/Bloodmage for my next playthru-testing. I am going to wait for multiple feedback points but I will bear this in mind. Alternatively I could remove one of the spell limitations and add something else. Also, I should point out that Incarnate is now pretty good and Wizards do not get that.
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Well, you might have a fun time then with the mod. I should add that with my mod, the Priest of Eothas is probably the best healer in the game...a multiclass Lifegiver/Priest of Eothas (Universalist)or Templar would have insane healing...even so, with the passive the Priest of Eothas is a great healer.
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Priests and clerics have historically always been my favourite class in RPGs but I have felt them tremendously lacking in Deadfire. As such I have attempted to transform myself from incompetent non-modder into still highly incompetent modder to effect changes I thought would be appropriate to make priests fun, effective and worth playing. The intention behind this mod is relatively simple: to differentiate the various priest subclasses such that each subclass plays differently from the other. Whilst there will always be overlap between them (they are all priests after all) a priest of Berath should feel and play differently from a priest of Magran or a priest of Eothas or any of the other subclasses. To this end each subclass (including Gaun and Rymrgand) has been reworked to give them all several unique features. These include new spells (of course lifted from other classes but never repeating priest spells that already are present) typically up to PL 7 with a few exceptions, a passive that includes both bonuses and penalties unique to the priest subclass in question and a complete re-work of holy radiance. All priest subclasses now have their own special holy ability that scales with deity reputation as would the standard holy radiance and is reflective of the ethos of that particular deity. The only exception here is Eothas since I believed the original ability fit the god well in terms of his alignment and outlook. Finally the horrible spell Incarnate has been improved and now lasts thrice as long and instead of decreasing your Power Levels by -5 it now increases them by +2 as long as the Incarnate is present, or in other words, if your deity’s avatar is down on Eora it better well do something, especially for you. As far as balancing is concerned I have attempted to maintain reasonable balance but in making this mod I thought that interesting should take precedence over perfect balance. Overall, priests are somewhat stronger than they are in vanilla POE2 if only because of new abilities but more importantly they should be a fair bit more interesting now as well. Two mods I would strongly recommend to go with this mod would be Checoden’s Deadfire Tweaks, specifically his Vanilla Priest Rebalance and Priest of Rymrgand DLC and Other Hidden Classes. In the first instance Vanilla Priest Rebalance synergises well with this mod, improving priest’s performance without any drastic changes and in the second instance both the priest of Gaun and Rymrgand have been reworked and if you wish to play them as a protagonist, as opposed to just having Xoti and Vatnir respectively then this mod is a must. Below you will find the list of the altered priest subclasses and the changes implemented to them. https://www.nexusmod...rnity2/mods/287 Do leave your feedback.
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Priests and clerics have historically always been my favourite class in RPGs but I have felt them tremendously lacking in Deadfire. As such I have attempted to transform myself from incompetent non-modder into still highly incompetent modder to effect changes I thought would be appropriate to make priests fun, effective and worth playing. The intention behind this mod is relatively simple: to differentiate the various priest subclasses such that each subclass plays differently from the other. Whilst there will always be overlap between them (they are all priests after all) a priest of Berath should feel and play differently from a priest of Magran or a priest of Eothas or any of the other subclasses. To this end each subclass (including Gaun and Rymrgand) has been reworked to give them all several unique features. These include new spells (of course lifted from other classes but never repeating priest spells that already are present) typically up to PL 7 with a few exceptions, a passive that includes both bonuses and penalties unique to the priest subclass in question and a complete re-work of holy radiance. All priest subclasses now have their own special holy ability that scales with deity reputation as would the standard holy radiance and is reflective of the ethos of that particular deity. The only exception here is Eothas since I believed the original ability fit the god well in terms of his alignment and outlook. Finally the horrible spell Incarnate has been improved and now lasts thrice as long and instead of decreasing your Power Levels by -5 it now increases them by +2 as long as the Incarnate is present, or in other words, if your deity’s avatar is down on Eora it better well do something, especially for you. As far as balancing is concerned I have attempted to maintain reasonable balance but in making this mod I thought that interesting should take precedence over perfect balance. Overall, priests are somewhat stronger than they are in vanilla POE2 if only because of new abilities but more importantly they should be a fair bit more interesting now as well. Two mods I would strongly recommend to go with this mod would be Checoden’s Deadfire Tweaks, specifically his Vanilla Priest Rebalance and Priest of Rymrgand DLC and Other Hidden Classes. In the first instance Vanilla Priest Rebalance synergises well with this mod, improving priest’s performance without any drastic changes and in the second instance both the priest of Gaun and Rymrgand have been reworked and if you wish to play them as a protagonist, as opposed to just having Xoti and Vatnir respectively then this mod is a must. Below you will find the list of the altered priest subclasses and the changes implemented to them. https://www.nexusmods.com/pillarsofeternity2/mods/287 Do leave your feedback.
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Master ships
Stardusk78 replied to msyoung's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Extra money and loot; useful.